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Forum: Extensions 01-16-2020, 17:44
Replies: 745
Views: 336,061
Posted By nosoop
Re: DHooks (Dynamic Hooks - Dev Preview)

If you want to hook an instance of a non-entity, non-gamerules class that has a vtable, that would be handled with DHookRaw. You can't hook (detour) functions directly in the original.
Forum: Plugins 01-12-2020, 20:30
Replies: 8
Views: 706
Posted By nosoop
Re: [TF2] Anti-Invis Wrench Exploit

Another method that was reported is to check for the FL_TRANSRAGDOLL flag via GetEntityFlags().

----

I've written my own version (not implementing the above) that completely blocks the bug from...
Forum: Scripting 11-22-2019, 17:24
Replies: 3
Views: 314
Posted By nosoop
Re: [TF2] View/Change Bot Difficulty Level

Haven't tested it at runtime myself. No reason why it shouldn't work, though -- I use it in an internal bot manager replacement.

Of course, you'll need the signature corresponding to the given...
Forum: Scripting 11-21-2019, 23:43
Replies: 3
Views: 314
Posted By nosoop
Re: [TF2] View/Change Bot Difficulty Level

You can read a TFBot's difficulty with the m_nBotSkill netprop.

Setting the difficulty is a bit more... difficult, as that property actually doesn't control the skill level internally. For that...
Forum: Scripting 11-20-2019, 13:12
Replies: 10
Views: 733
Posted By nosoop
Re: [TF2] Client game crash when the client get a weapon

Ah, my mistake; thought it'd show all the wearables there. I was also operating under the assumption that you were only dealing with wearable-based weapons and not actual cosmetics.

Besides the...
Forum: Scripting 11-18-2019, 20:13
Replies: 10
Views: 733
Posted By nosoop
Re: [TF2] Client game crash when the client get a weapon

For wearables you can create them as you would weapons, but then use TF2_EquipPlayerWearable from tf2wearables instead of your WeaponEquip SDKCall (or EquipPlayerWeapon native call).

To get the...
Forum: Scripting 11-18-2019, 12:18
Replies: 10
Views: 733
Posted By nosoop
Re: [TF2] Client game crash when the client get a weapon

1. The second argument to TF2Econ_GetItemSlot is already a TFClassType tag; keep it as-is instead of retagging it as an integer. On an additional note, do not use TF2_RemoveWeaponSlot with...
Forum: Scripting 11-17-2019, 10:08
Replies: 3
Views: 580
Posted By nosoop
Re: GameConfGetOffset except for signatures?

For DHooks with detour support (assumed to be the case since you're asking about signatures), you'd use DHookSetFromConf:


Handle hSomeDetour = DHookCreateDetour(Address_Null, ...);...
Forum: Scripting 11-17-2019, 10:02
Replies: 3
Views: 338
Posted By nosoop
Re: [TF2] How to Get Saxxy Classname?

Sounds like an XY problem; what's your goal here, exactly?

The most foolproof way would be to look it up in the schema with the item's definition index. TF2Econ_GetItemClassName...
Forum: Scripting 11-12-2019, 07:27
Replies: 15
Views: 991
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

Allocation is performed by instantiating a MemoryBlock instance, and deletion performed by freeing the handle. Let me know if there's anything unclear in the extension's documentation.

Attached...
Forum: Scripting 11-11-2019, 11:42
Replies: 15
Views: 991
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

Your gamedata uses the DeathNotice call with a char* parameter, so you'll want to add that or use the one that isn't (which just calls the one you've declared with "player_death" as the last...
Forum: Scripting 11-10-2019, 14:38
Replies: 15
Views: 991
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

Yeah; that's what I figured -- DeathNotice does a lot.



It does, actually: CTFPlayer::FeignDeath() calls g_pGameRules->DeathNotice right before the call to CTFPlayer::ShouldDropAmmoPack;...
Forum: Scripting 11-08-2019, 07:00
Replies: 1
Views: 282
Posted By nosoop
Re: [TF2] Native detected error 23, different error from normal ones?

You're deleting the timer that is invoking the callback. SM doesn't like that.


Action Time_Limit(Handle timer, client) {
// ...

// this calls CloseHandle(g_TimeLimit[client]), which...
Forum: Scripting 11-06-2019, 06:27
Replies: 15
Views: 991
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

There's the XY problem that should've been mentioned sooner.
Not that it improves the situation much since the killfeed does calls for getting weapon names, assisters and such, but those are things...
Forum: Scripting 11-05-2019, 01:20
Replies: 15
Views: 991
Posted By nosoop
Re: Passing CTakeDamageInfo to an SDKCall?

If you don't already have an CTakeDamageInfo instance on hand, you'll probably need to use something like Source Scramble (https://forums.alliedmods.net/showthread.php?t=317175) to allocate one, set...
Forum: Scripting 10-29-2019, 14:15
Replies: 4
Views: 593
Posted By nosoop
Re: ServerCommand @t and @ct not working!!!

Yeah, you'll probably want to do some RTFM-ing yourself.

To assist you better, you'll need to tell us which plugin provides sm_hp, as that's not a command provided in a default SourceMod...
Forum: Scripting 10-29-2019, 12:11
Replies: 3
Views: 320
Posted By nosoop
Re: [TF2] Best way to detect whether player is invulnerable-ubered?

For checking ubercharge: You could check the condition's inflictor with low-level memory reads, but that just narrows the effect down to a client. I have accessors for those...
Forum: Scripting 10-21-2019, 11:03
Replies: 7
Views: 548
Posted By nosoop
Re: [tf2] hook when physics objects collide?

For collisions between physics objects (including world), you may want to hook CBaseEntity::VPhysicsCollision(int index, gamevcollisionevent_t* event) with DHooks.

The first argument determines...
Forum: General 10-18-2019, 08:44
Replies: 2
Views: 468
Posted By nosoop
Re: For plugins commands/cvars, what do we put in the <client/target> structure ?

In most cases you can use the target strings listed here (https://wiki.alliedmods.net/Admin_Commands_(SourceMod)#How_to_Target).

On the plugin side of things, ProcessTargetString...
Forum: Plugin/Gameplay Ideas and Requests 10-18-2019, 08:41
Replies: 14
Views: 583
Posted By nosoop
Re: [ANY]Native function

I see now, you did mention wanting to recreate those two functions in Squirrel. Got lost among the rest of the things that needed clarification given the topic title.

You'll mostly be stuck with...
Forum: Plugin/Gameplay Ideas and Requests 10-17-2019, 21:12
Replies: 14
Views: 583
Posted By nosoop
Re: [ANY]Native function

I guess I was in over my head trying to get to the point that you can't just register a native in Squirrel and use it like you would any other function in SourceMod without various hoops that may or...
Forum: Scripting 10-17-2019, 08:39
Replies: 2
Views: 412
Posted By nosoop
Re: Exception reported: Invalid Handle 0 (error: 4)

Your first block of code doesn't correspond to the Native_GetNameFromPlayerID function.
Best bet would be to update your bTimes plugin; you may need to compile from source...
Forum: Plugin/Gameplay Ideas and Requests 10-17-2019, 08:21
Replies: 14
Views: 583
Posted By nosoop
Re: [ANY]Native function

I'm glossing over a bit to keep things simple and I'm not too familiar with Squirrel, but I'll try to explain it.

Declaring a SourcePawn function as native means the plugin must use...
Forum: Plugins 10-11-2019, 17:30
Replies: 259
Views: 103,173
Posted By nosoop
Re: [L4D,L4D2,TF2,CSGO] NativeVotes (v0.8.3, 2014-10-16)

You're probably running into this issue (https://forums.alliedmods.net/showthread.php?t=317355).
There's a patch for NativeVotes (https://github.com/powerlord/sourcemod-nativevotes/pull/3), and an...
Forum: General 10-06-2019, 21:31
Replies: 2
Views: 672
Posted By nosoop
Re: tf2 item attributes help

It's not doable with attributes alone.

From a plugin's side, you can set the velocity of the syringe after it's done being created.
However, to my knowledge it will never look visually correct on...
Showing results 1 to 25 of 500

 
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